00cc9309cb
de6e324bdseparate emu thread10d3daf86Roms List improvements95d202f37Let's make the rom list process on a separate thread so the emulator doesnt take ages to load.fc306967fWow the ROM Header was just completely busted. Game list view works nowbad1691eefuck this shit2b59e5f46game list in progressd26417b83remappable inputs in progressac4af8106inpute72abc240update readme430139dc9Qt6 frontend3080d4d45Fix this small bug too08cd13b85Cop0 unused functions do not actually pose a threat (as per manual). They don't do anything, so shall we.61bb4fb44make idle loop detection a little more specific with where the load goesb037de4c3SAZDFsdff12e81e73eneed to figure out why n64-systemtest loops indefinitely at some address that appears to be valid (i think it's me not invalidating the cache properly)204f0e13bidle skipping seems to work!cb8bb634asdkfjlasdf58e5c89c1Fix compilation issue on my machine (no idea)24fb2898eattempting more serious idle skipping214719577Place rsp.Step inside cached interpreter. Gains about 3 more fpsbb97dcc23mmmmm920b77d38wjkhasdfjhkasdf430ccdab4it's a start...4f42a673aCached interpreter plays Mario 64. Start looking into RSP as wellc9a030787idle skipping works!5fbda03cenew idea366637abaIdle skipping... maybe?609fa2fb0Cache instructions implemented but broken lmao. Commented out for nowe140a6d12- Stop using inheritance for CPU, instead use composition. - Introduce KAIZEN_JIT_ENABLED optional define instead of relying on __aarch64__ and the like. - More cache work68e613057prep cache impl811b4d809fix clang formatfda755f7didkd5024ebbfsmall MI refactor in preparation of (eventually) implementing the RDRAM interface properly694b45341Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'206dcdedfSquashed 'external/SDL/' content from commit 4d17b99d0a4d16e1cb4need to update sdl848b19920Fix compilation errordb61b5299Merge commit 'e94a94559f28e49678fbcf72199a5258137b0fe9' as 'external/imgui'e94a94559Squashed 'external/imgui/' content from commit 02e9b8cac52edb3757need to update imguic1a705e86Emulate weird JALR behaviour4b4c32f4bFix exception for "unusable COP1" in 4 instructions i missed accidentally (again)df5828142Bug putting 0s in the log everywheref8b580048Make isviewer a sink to file8241e9735Fix exception for "unusable COP1" in 4 instructions i missed accidentallyb29715f20small changesd9a620bc1make use of my new small utility library0d1aa938eAdd 'external/ircolib/' from commit 'ce3cd726c8df8388d554abf8bb55d55020eb4450'e64eb40b3Fuck git git-subtree-dir: external/ircolib git-subtree-split:de6e324bde
274 lines
9.5 KiB
Markdown
274 lines
9.5 KiB
Markdown
# macOS
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These instructions are for people using Apple's macOS.
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From the developer's point of view, macOS is a sort of hybrid Mac and
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Unix system, and you have the option of using either traditional
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command line tools or Apple's IDE Xcode.
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# Command Line Build
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To build SDL using the command line, use the CMake build script:
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```bash
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mkdir build
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cd build
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cmake .. -DCMAKE_OSX_DEPLOYMENT_TARGET=10.13
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cmake --build .
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sudo cmake --install .
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```
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You can also build SDL as a Universal library (a single binary for both
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64-bit Intel and ARM architectures):
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```bash
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mkdir build
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cd build
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cmake .. "-DCMAKE_OSX_ARCHITECTURES=arm64;x86_64" -DCMAKE_OSX_DEPLOYMENT_TARGET=10.13
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cmake --build .
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sudo cmake --install .
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```
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Please note that building SDL requires at least Xcode 12.2 and the macOS 11.0 SDK.
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If you are getting errors building SDL_mfijoystick.m with Xcode 12.2, find your SDKs
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directory and move MacOSX10.15.sdk out of the way so it isn't accidentally being used
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by the build environment.
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To use the library once it's built, you essential have two possibilities:
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use the traditional autoconf/automake/make method, or use Xcode.
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# Caveats for using SDL with macOS
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If you register your own NSApplicationDelegate (using [NSApp setDelegate:]),
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SDL will not register its own. This means that SDL will not terminate using
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SDL_Quit if it receives a termination request, it will terminate like a
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normal app, and it will not send a SDL_EVENT_DROP_FILE when you request to open a
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file with the app. To solve these issues, put the following code in your
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NSApplicationDelegate implementation:
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```objc
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- (NSApplicationTerminateReply)applicationShouldTerminate:(NSApplication *)sender
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{
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if (SDL_EventEnabled(SDL_EVENT_QUIT)) {
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SDL_Event event;
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SDL_zero(event);
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event.type = SDL_EVENT_QUIT;
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SDL_PushEvent(&event);
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}
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return NSTerminateCancel;
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}
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- (BOOL)application:(NSApplication *)theApplication openFile:(NSString *)filename
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{
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if (SDL_EventEnabled(SDL_EVENT_DROP_FILE)) {
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SDL_Event event;
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SDL_zero(event);
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event.type = SDL_EVENT_DROP_FILE;
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event.drop.file = SDL_strdup([filename UTF8String]);
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return SDL_PushEvent(&event);
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}
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return NO;
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}
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```
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SDL is [not designed to be used in setuid or setgid executables](README-platforms.md#setuid).
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# Using the Simple DirectMedia Layer with a traditional Makefile
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An existing build system for your SDL app has good chances to work almost
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unchanged on macOS, as long as you link with the SDL framework. However,
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to produce a "real" Mac binary that you can distribute to users, you need
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to put the generated binary into a so called "bundle", which is basically
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a fancy folder with a name like "MyCoolGame.app".
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To get this build automatically, add something like the following rule to
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your Makefile.am:
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```make
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bundle_contents = APP_NAME.app/Contents
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APP_NAME_bundle: EXE_NAME
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mkdir -p $(bundle_contents)/MacOS
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mkdir -p $(bundle_contents)/Resources
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echo "APPL????" > $(bundle_contents)/PkgInfo
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$(INSTALL_PROGRAM) $< $(bundle_contents)/MacOS/
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```
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You should replace `EXE_NAME` with the name of the executable. `APP_NAME` is
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what will be visible to the user in the Finder. Usually it will be the same
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as `EXE_NAME` but capitalized. E.g. if `EXE_NAME` is "testgame" then `APP_NAME`
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usually is "TestGame". You might also want to use `@PACKAGE@` to use the
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package name as specified in your configure.ac file.
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If your project builds more than one application, you will have to do a bit
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more. For each of your target applications, you need a separate rule.
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If you want the created bundles to be installed, you may want to add this
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rule to your Makefile.am:
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```make
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install-exec-hook: APP_NAME_bundle
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rm -rf $(DESTDIR)$(prefix)/Applications/APP_NAME.app
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mkdir -p $(DESTDIR)$(prefix)/Applications/
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cp -r $< /$(DESTDIR)$(prefix)Applications/
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```
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This rule takes the Bundle created by the rule from step 3 and installs them
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into "$(DESTDIR)$(prefix)/Applications/".
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Again, if you want to install multiple applications, you will have to augment
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the make rule accordingly.
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But beware! That is only part of the story! With the above, you end up with
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a barebones .app bundle, which is double-clickable from the Finder. But
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there are some more things you should do before shipping your product...
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1. You'll need to copy the SDL framework into the Contents/Frameworks
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folder in your bundle, so it is included along with your application.
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2. Add an 'Info.plist' to your application. That is a special XML file which
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contains some meta-information about your application (like some copyright
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information, the version of your app, the name of an optional icon file,
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and other things). Part of that information is displayed by the Finder
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when you click on the .app, or if you look at the "Get Info" window.
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More information about Info.plist files can be found on Apple's homepage.
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As a final remark, let me add that I use some of the techniques (and some
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variations of them) in [Exult](https://github.com/exult/exult) and
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[ScummVM](https://github.com/scummvm/scummvm); both are available in source on
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the net, so feel free to take a peek at them for inspiration!
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# Using the Simple DirectMedia Layer with Xcode
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These instructions are for using Apple's Xcode IDE to build SDL applications.
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## First steps
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The first thing to do is to unpack the Xcode.tar.gz archive in the
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top level SDL directory (where the Xcode.tar.gz archive resides).
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Because Stuffit Expander will unpack the archive into a subdirectory,
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you should unpack the archive manually from the command line:
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```bash
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cd [path_to_SDL_source]
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tar zxf Xcode.tar.gz
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```
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This will create a new folder called Xcode, which you can browse
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normally from the Finder.
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## Building the Framework
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The SDL Library is packaged as a framework bundle, an organized
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relocatable folder hierarchy of executable code, interface headers,
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and additional resources. For practical purposes, you can think of a
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framework as a more user and system-friendly shared library, whose library
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file behaves more or less like a standard UNIX shared library.
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To build the framework, simply open the framework project and build it.
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By default, the framework bundle "SDL.framework" is installed in
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/Library/Frameworks. Therefore, the testers and project stationary expect
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it to be located there. However, it will function the same in any of the
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following locations:
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* ~/Library/Frameworks
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* /Local/Library/Frameworks
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* /System/Library/Frameworks
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## Build Options
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There are two "Build Styles" (See the "Targets" tab) for SDL.
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"Deployment" should be used if you aren't tweaking the SDL library.
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"Development" should be used to debug SDL apps or the library itself.
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## Building the Testers
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Open the SDLTest project and build away!
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## Using the Project Stationary
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Copy the stationary to the indicated folders to access it from
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the "New Project" and "Add target" menus. What could be easier?
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## Setting up a new project by hand
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Some of you won't want to use the Stationary so I'll give some tips:
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(this is accurate as of Xcode 12.5.)
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* Click "File" -> "New" -> "Project...
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* Choose "macOS" and then "App" from the "Application" section.
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* Fill out the options in the next window. User interface is "XIB" and
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Language is "Objective-C".
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* Remove "main.m" from your project
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* Remove "MainMenu.xib" from your project
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* Remove "AppDelegates.*" from your project
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* Add "\$(HOME)/Library/Frameworks/SDL.framework/Headers" to include path
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* Add "\$(HOME)/Library/Frameworks" to the frameworks search path
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* Add "-framework SDL -framework Foundation -framework AppKit" to "OTHER_LDFLAGS"
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* Add your files
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* Clean and build
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## Building from command line
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Use `xcode-build` in the same directory as your .pbxproj file
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## Running your app
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You can send command line args to your app by either invoking it from
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the command line (in *.app/Contents/MacOS) or by entering them in the
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Executables" panel of the target settings.
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# Implementation Notes
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Some things that may be of interest about how it all works...
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## Working directory
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In SDL 1.2, the working directory of your SDL app is by default set to its
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parent, but this is no longer the case in SDL 2.0 and later. SDL2 does not
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change the working directory, which means it'll be whatever the command line
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prompt that launched the program was using, or if launched by double-clicking
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in the Finder, it will be "/", the _root of the filesystem_. Plan accordingly!
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You can use SDL_GetBasePath() to find where the program is running from and
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chdir() there directly.
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## You have a Cocoa App!
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Your SDL app is essentially a Cocoa application. When your app
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starts up and the libraries finish loading, a Cocoa procedure is called,
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which sets up the working directory and calls your main() method.
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You are free to modify your Cocoa app with generally no consequence
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to SDL. You cannot, however, easily change the SDL window itself.
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Functionality may be added in the future to help this.
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## Raw Mouse Input
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On macOS 11.0 (Big Sur) and later, SDL uses the Game Controller framework's
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GCMouse API to provide raw, unaccelerated mouse input in relative mode. This
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is ideal for games and applications requiring precise 1:1 mouse movement.
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On older macOS versions, SDL falls back to NSEvent-based mouse input, which
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includes system mouse acceleration.
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To use accelerated (system-scaled) mouse movement on macOS 11.0+, set the hint:
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```c
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SDL_SetHint(SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE, "1");
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```
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# Bug reports
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Bugs are tracked at [the GitHub issue tracker](https://github.com/libsdl-org/SDL/issues/).
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Please feel free to report bugs there!
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